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-rw-r--r--src/example/GameScene.cpp46
1 files changed, 38 insertions, 8 deletions
diff --git a/src/example/GameScene.cpp b/src/example/GameScene.cpp
index 10cc4cb..3b1629d 100644
--- a/src/example/GameScene.cpp
+++ b/src/example/GameScene.cpp
@@ -15,6 +15,7 @@
#include <crepe/api/Script.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
+#include <iostream>
using namespace crepe;
using namespace std;
@@ -31,15 +32,17 @@ private:
if (event.key == Keycode::RIGHT) {
Transform & cam = this->get_components_by_name<Transform>("camera").front();
cam.position.x += 100;
+ return true;
} else if (event.key == Keycode::LEFT) {
Transform & cam = this->get_components_by_name<Transform>("camera").front();
cam.position.x -= 100;
+ return true;
}
- return true;
+ return false;
}
};
-class StartGame : public Script {
+class StartGameScript : public Script {
public:
void update() {
Transform & player_transform
@@ -62,14 +65,35 @@ public:
jetpack_sprite.active = true;
}
- // Start camera movement
+ // Start camera movement and enable player jumping
if (player_transform.position.x == 150) {
Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front();
rb.data.linear_velocity = vec2(100, 0);
+ BehaviorScript & player_script
+ = this->get_components_by_name<BehaviorScript>("player").front();
+ player_script.active = true;
}
}
};
+class PlayerScript : public Script {
+public:
+ void init() {
+ subscribe<KeyPressEvent>(
+ [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
+ }
+
+private:
+ bool keypressed(const KeyPressEvent & event) {
+ if (event.key == Keycode::SPACE) {
+ Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
+ rb.add_force_linear(vec2(0, -10));
+ return true;
+ }
+ return false;
+ }
+};
+
void GameScene::load_scene() {
Background background(*this);
@@ -124,20 +148,26 @@ void GameScene::load_scene() {
.looping = true,
});
player.add_component<Rigidbody>(Rigidbody::Data{
- .gravity_scale = 1,
+ .gravity_scale = 10,
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = vec2(100, 0),
});
player.add_component<BoxCollider>(vec2(50, 50));
+ player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
- GameObject game_world = new_object("game_world", "game_world", vec2(0, 325));
- game_world.add_component<Rigidbody>(Rigidbody::Data{
+ GameObject floor = new_object("floor", "game_world", vec2(0, 325));
+ floor.add_component<Rigidbody>(Rigidbody::Data{
+ .body_type = Rigidbody::BodyType::STATIC,
+ });
+ floor.add_component<BoxCollider>(vec2(INFINITY, 200));
+ GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325));
+ ceiling.add_component<Rigidbody>(Rigidbody::Data{
.body_type = Rigidbody::BodyType::STATIC,
});
- game_world.add_component<BoxCollider>(vec2(INFINITY, 200));
+ ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
GameObject start_game_scritp = new_object("start_game_script", "script", vec2(0, 0));
- start_game_scritp.add_component<BehaviorScript>().set_script<StartGame>();
+ start_game_scritp.add_component<BehaviorScript>().set_script<StartGameScript>();
}
string GameScene::get_name() const { return "scene1"; }